Old-Mage Jatembe

Oios's page

1,100 posts. Alias of Azih.


Full Name

Oios

Race

| HP: 39/39 | AC: 15 (11 Tch, 14 Ff) | CMB: +5, CMD: 15 | F: +8, R: +2, W: +11 | Init: +11 | Perc: +12, SM: +14

Classes/Levels

| Speed 40ft | Agile Feet: 8/8 | Spells: 6/9 self 2/5 staff | Judgement 2/2 | Active Conditions None

Gender

LG Male Human (Tkoyah) Expert/Inquisitor 4

Size

Medium

Age

41

Alignment

LG

Deity

Pantheon

Location

Sahdeholme

Strength 14
Dexterity 10
Constitution 12
Intelligence 14
Wisdom 19
Charisma 8

About Oios

Advancement Choices:

1st: Expert/Inquisitor FCB +1 HP
2nd: Inquisitor FCB +1 HP
3rd: Inquisitor FCB +1 HP
4th: Inquisitor FCB +1 HP
Male Expert/Inquisitor 2 Age 41

LG Medium Human

Loyalites:
1. Faith
2. Country
3. Allies

Init +11 (+0 dex +2 trait +4 feat + 5 Cunning Initiative); Senses Normal; Perception +12 (+4 wis +5 rank +3 class)

Favored Class: Inquisitor

Languages:
Tkoyah, Tsyiniah, Tooyah, and Abyssal

DEFENSE:

AC 15, touch 11, flat-footed 14 (+ 3 armor +1 armor attunement +1 deflection)

HP 39 (2d8(16) + 1d8(5) + 1d8(5) + 1d8(5) + 4x1 con + 4x1 class bonus)

Fort +8 (+6 base +1 con +1 ABP),
Ref +2 (+1 base +0 dex +1 ABP),
Will +11 (+6 base, +4 wis +1 ABP)

CMD : 15 (10 + 3 BAB +2 STR)

OFFENSE:

Speed 40 ft. (+10 from Travel Domain)

MW LongSpear 1d20+7;1d8+3 (+3 BAB +2 STR +1 Focus +1 MW ) (1d8 weapon x3, brace/reach)

MW Staff 1d20+7;1d6+3 (+3 BAB +2 STR +1 MW +1 Attunement) (1d6 weapon x2, brace/reach)

Mace, Heavy 1d20+5;1d8+2 (+3 BAB +2 STR) (1d8 weapon x2)

CMB: 5 (+3 BAB +2 STR)

Space 5 ft., Reach 5 ft.

SPELLS
8 points per day (3 caster level +4 wisdom +1 drawback)

Casting Tradition
Godsworn Caster (2 - 4 drawbacks)

A Godsworn Caster is a divine petitioner, asking the gods for access to a small amount of the deites' power. By serving and praying to a divinity, the petitioner gets the ability to tap into that gods' power, in turn granting access to sphere magic, with the following drawbacks:

- Focus Casting (Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. Using magic without your focus requires you to make a concentration check (DC 20 + 1/2 the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, the caster must create a new focus by securing the necessary item and spending 8 hours bonding with it. At the GM's discretion, however, another caster's focus may be used instead.

- Verbal Casting (You must speak in a loud, clear voice to cast spells. Using magic alerts all nearby hearing creatures to your presence and location, effectively breaking stealth. You cannot cast in an area of magical silence, or in any other situation where you are unable to speak clearly)

Protection Sphere:

You are a user of the magics of preservation.

Ward: As a standard action, you may create a ward cen­tered on yourself with a radius of up to 10 ft + 5 ft per caster level, but can also be made so small as to only cover yourself. Wards remain as long as you concentrate, but you may spend a spell point to allow them to remain for 1 round per caster level without concentration. Wards remain in the location they were created, even if you move. When you gain the Protection sphere, you gain the following ward:

Barrier: You may create a ward that creates a mostly-transpar­ent wall at its perimeter, stopping attacks, movement, breath weapons, and any spells or sphere effects that must travel to their destination (such as destructive blasts, ghost strikes, or spells that require ranged touch attacks). Other spells or sphere ef­fects, however, such as teleportation effects, mind-altering magic, and gaze attacks may all bypass this ward. Ethereal crea­tures are technically stopped by the barrier, but can usually find a way around it (as the barrier does not cut through objects, and so usually stops at ground level).
A barrier has hit points equal to 4 + your caster level and a Break DC of 15 + 1/2 your caster level. If an attack is directed at a tar­get through the barrier, the attack first deals its damage to the barrier itself. If this damage is enough to destroy the barrier, the attack continues on to its intended target, although damage dealt to the barrier is subtracted from any damage done to the target or targets. Burst-effect attacks such as splash weapons, fireball spells, or others attempting to travel through the bar­rier explode at the barrier’s edge and also must overcome the barrier’s hp to damage targets on the other side.
If you maintain your barrier through concentration, its HP is renewed each round on your turn.

Aegis: As a standard action, you may touch a creature and spend a spell point, granting them an aegis for 1 hour per caster level. Unwilling targets are allowed a Will save to resist gain­ing an aegis. You gain the following aegis when you gain the Protection sphere:
Deflection: You grant the target a +1 Deflection bonus to AC, +1 per 5 caster levels.
Certain protection talents grant you additional wards or aegis, and are marked (ward) or (aegis) respectively.

Armored Magic (aegis)
You may create an aegis that wraps the target in protective barriers, grant­ing them either a +3 armor bonus or a +1 shield bonus to AC (your choice). This does not stack with other armor or shield bonuses, but does apply against attacks made by incorporeal creatures. These bonuses increase by +1 for every 5 caster levels you possess.

Warp Sphere:

You can twist space to your whim.
Teleport: You can spend a standard action to teleport your­self and up to a heavy load to any place within Close range. Alternately, you may teleport a touched willing creature and their carried equipment instead of yourself. You may spend a spell point to increase your teleport range to Medium instead of Close. You must have line of sight to your destination.

Fate:

Word

As a standard action, you may invoke a word of power, affecting a single creature within Close range. When you gain the Fate sphere, you gain the following word:

Hallow

You may spend a spell point to hallow a target for 1 minute per caster level. Choose an end of the alignment spectrum (good, evil, lawful, chaotic); you must choose an alignment that you possess. The target of this word gains a +1 sacred bonus (profane bonus if you are evil; if you are neither good nor evil you must choose whether you grant sacred or profane bonuses with this sphere) to attack rolls, AC, and saving throws made against targets of your opposed alignment (evil for good, lawful for chaotic, etc.). This bonus increases by 1 for every 10 caster levels possessed.

The target also gains immunity to any spell or sphere effect that possesses or exercises mental control over them (including enchantment [charm] effects and enchantment [compulsion] effects), so long as that effect originates from a creature who possesses your opposed alignment. If the target is already under the influence of such an effect, the target is allowed to make a new saving throw against the controlling effect. Success means the effect is suppressed for the duration of this word, but resumes when this word expires. This does not expel a controlling life force (such as a ghost or projected spirit), but it does prevent them from controlling the target.

Some Fate talents are marked (word). These talents grant you additional words.

Consecration

As a standard action, you may affect a 20 ft radius centered on you with a consecration. This aura moves as you do. When you gain the Fate sphere, you gain the following consecration:

Serendipity

You may bestow luck upon your allies. All allies within range gain a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws. This bonus lasts as long as you concentrate. You may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration.

Fate talents marked (consecration) grant you additional consecrations.

Divination Sphere:

You may divine to gain information. To divine, you must spend 10 minutes meditating, although you may spend a spell point to decrease this time to a single standard action. Divining always has a duration of concentration, but you must spend a full-round action concentrating (you can take no other action, not even walking); you are flat-footed while divining.

When you divine, you detect the strength and location of all magical auras within Medium range. You do not know the exact caster level of an item or spell, but you may sense the aura’s general strength according to the chart below. To determine the spell school or sphere of the effect, you must pass a Knowledge (arcana) check with a DC equal to 15 + 1/2 the caster level.

Detect Loyalties

If you possess the Fate sphere, you may divine the top three general things matter most to the creatures you can see within range. Examples of base loyalties may include but are not limited to: Country, Faith, Family, Power, and Self. Subcategories for base loyalties may also exist where appropriate such as Self (survival) or Self (perfection). While you do not learn specific details such as proper names of the associated loyalties, you do acquire the order in which the loyalties stand. Mindless creatures might have only 1 loyalty such as Self (survival), whereas creatures with low animal-like intelligence might only have 2 loyalties such as Family (pack) and Self (survival). Only the top three loyalties are revealed, even if they have more.

Divine Protection (divine)

If you possess the Protection sphere, you may divine all creatures you have pinpointed within range and determine which of those creatures have the lowest and highest armor class. Alternatively, you may divine the lowest and highest saving throw each of these creatures has. You do not however determine the values for any of these attributes.

Divine Warp

If you possess the Warp sphere, you may divine the presence of portals, rifts (including extradimensional spaces), and teleportation circles, both active and inactive within medium range. In addition, when identifying the properties of portals, you gain a circumstance bonus to Knowledge (planes) checks equal to 1/2 your caster level (minimum +1).

SPECIAL ABILITIES:

Race:
Bonus Feat at first level
Skilled +1 skill point every level
Class:
Expert: Add 8 class skills for Appraise, Disable Device, Kn:Geog,His,Local,Nobility,UMD, Linguistics
Inquisitor: Domain
Inquisitor: Judgement 2/day
Inquisitor: Monster Lore. Add Wisdom on Knowledge checks when identifying abilities and weaknesses of creatures
Inquisitor: Stern Gaze. Morale bonus to Sense Motive and Intimidate 1/2 Inqusitor Level (min 1)
Inquisitor: Travel Domain Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Inquisitor: Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Inquisitor: Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time. <-- Not used here.

Inquisitor: Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Inquisitor: Solo Tactics (Ex)

At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

Level 3: Scarred Legion

TRACKED RESOURCES:

Judgement 2/day
Spells 8/day
Agile Feet 7/day

STATISTICS:

Str 14, Dex 10, Con 12, Int 14, Wis 19 (+1 4th level), Cha 8

Base Atk +3; CMB +5 (+3 BAB +2 STR) CMD 15 (10 + 3 BAB +2 STR +0 DEX )

Traits:

Reactionary - +2 trait bonus initiative
Strong Heart - +1 Bonus on saves against fear. DC of Intimidate against increases by 2
Role - Priest

Feats:

First: Improved Initiative
Human: Weapon Focus (Branch spear)
Third: Intimidating Prowess
First TeamWork: Scarred Legion

Skills:

9 ranks per level (6 class +2 int +1 race)
(* are class skills)

Acrobatics +0 (0 rank, 0 dex, 0 class)
*Appraise +6 (1 rank, 2 int, 3 class) Rank 1
*Bluff -1 (-1 cha)
*Climb +2 (0 rank, 2 str, 0 class)
*Craft
*Diplomacy +5 (3 rank, -1 cha, 3 class) Rank 3
*Disable Device +0 (0 rank, 0 dex, 3 class)
*Disguise -1 (-1 cha)
Escape Artist +0 (0 rank, 0 dex, 0 class)
Fly +0 (0 dex)
Handle Animal -1 (0 rank, -1 cha. 0 class)
*Heal +8 (1 rank, 4 wis, 3 class) Rank 1
*Intimidate +14( 5 rank, -1 cha, 3 class, +2 inq +2 feat +2 feat) Rank 4
*Kn:Arcana +9 (4 rank, 2 int, 3 class) Rank 1
*Kn:Dung +6 (1 rank, 2 int, 3 class) Rank 1
Kn:Enginee +0 (0 rank, 2 int, 0 class)
*Kn:Geography +6 (1 rank, 2 int, 3 class) Rank 1
*KN:History +6 (1 rank, 2 int, 3 class) Rank 1
*KN:Local +7 (2 rank, 2 int, 3 class) Rank 2
*KN:Nature +6 (1 rank, 2 int, 3 class) Rank 1
*KN:Nobility +6 (1 rank, 2 int, 3 class) Rank 1
*KN:Planes +6 (1 rank, 2 int, 3 class) Rank 1
*KN:Religion +8 (3 rank, 2 int, 3 class) Rank 3
*Linguistics +6 (1 rank, 2 int, 3 class) Rank 1
*Perception +12 (5 rank, 4 wis, 3 class) Rank 4
*Profession: Priest +9 (2 rank, 4 wis, 3 class) Rank 2
*Ride +0 (0 dex)
*Sense Motive +14 (5 rank, 4 wis, 3 class, 2 inquisitor) Rank 4
*Spellcraft +10 (5 rank, 2 int, 3 class) Rank 2
Sleight of Hand +0 (0 dex)
*Stealth +0 (0 rank, 0 dex, 3 class)
*Survival +10 (1 rank, 4 wis, 3 class +2 inq) Rank 1
*Swim +6 (1 rank, 2 str, 3 class) Rank 1
*Use Magic Device -1 (0 rank, -1 cha, 0 class)

GEAR/POSSESSIONS:

Location: On Person
Inquisitor's kit 34 lbs
Inquisitor's outfit 8 lbs
Branch Spear 10 lbs
Mace, Heavy 8 lbs
cold weather outfit
2 CLW potions
1 Alchemist Fire
1 Acid
5 sunrod

Location Worn:
MW Darkwood Wooden Armor (Stone Pine) 12.5 lbs

Location Wielded:
Branch Spear 10 lbs

Location Home:
Lots of books

Carrying Capacity Light: 58 lbs. Medium: 59–116 lbs Heavy: 117–175 lbs

Money: 7 GP

Total Weight: 80 lbs. (most of the kit contents will be at his home though)

Staff of Damballah:

The staff is carved in a wavy line, like a meandering stream. Made of white birch, it is old and worn, light, almost white, in color. Lighter than one would think, the top of the staff forks into a "y", a stylistic symbol of a forked river. The staff glows a bright yellow light if grasped within 30' of an undead creature by a worshiper of Damballah.

Once the staff is used to attack an undead creature, the staff's powers activate. The staff gains one spell point per character level, which may be used by the wielder of the staff as part of another action (use a sphere, etc.). As the staff gains spell points, additional abilities will be unlocked.

1 spell point: the wielder of the staff can smite as the paladin class ability, using the wielder's casting modifier instead of wisdom, if appropriate. This ability costs one spell point to use, and otherwise functions as the class ability, including the number of times/day the staff can be used.

3 spell points: The wielder of the staff gains the Life Sphere, unless he or she already has it, in which case the wielder gains access to a talent from the life sphere of the wielder's choice. This talent can be changed out at every level.

Once per day, (Oios) can call out to the powers of good to aid struggle against evil. As a swift action, (Oios) chooses one target within sight to smite. If this target is evil, the paladin adds (Wis) bonus (Four) to her attack rolls and adds her paladin level (Four) to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses (Eight). Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her (Wisdom) modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day.

BACKGROUND

Appearance:
An old man with fierce and intense eyes, Oios stands far straighter than other people his age. While he is almost completely bald the fringes of snow white hair that are left are as thick and strong as his eyebrows and well groomed beard. A thin mustache navigates its way around his strong nose, well defined cheeck bones, and thick lips. With a branched spear on his back, a mace hanging from his hips, and a locket with the holy symbol of Damballah traced on it, he gives the impression of a holy man who can take care of himself and with short patience for nonsense.

Personality:
Oios is a kind and generous man governed by a deep sense of justice. He holds others to the same exacting standards that he holds himself; because of this does not have many friends but the ones he does have are incredibly loyal. He has little patience for those he considers foolish and cannot abide corruption. His ire is proportional to the crime though as he recognizes that coming down harshly on minor faults is counter-productive. He does not like little children.

Views on Society:

1) How do you feel about living in a society with a rigid caste system?

*All for it, with the caveat that with more power comes more responsibility and if a member of a higher caste abuses their privileged position then the wrath of Damballah be upon them.

2) How do you feel about your government, which is strong and centralized. It provides good services (good roads, navigable waterways, enough to eat and survive the winter for most every citizen) but also takes its fair share of production and then some.

*Good works require communal effort and it is good that all contribute towards the well being of all.

3) How do you feel about your role/place within Takayan society?

*Had a hard and lonely life but dedicated to a good cause so happy enough.

NPC:

Anayda
Anayda is Oios' younger sister who lives a comfortable life married to a decent craftsman in Te-Moak. The two siblings fond of each other but Oios rarely visits not only because of the demands of his job as a traveling inquisitor/rural judge but also because her children get on his nerves. Just as they become old enough to become delightful young people that he enjoyed being around they started having children of their own turning Ananda's home into a never ending cacophany of shrieks and giggles and wails and tears. Oios is glad that Ananyda is happy but he can't be bothered to deal with any of that.

Telowo
Head priest of Damballah in Shadeholme, Telowo is a small fish in a small pond and that's the way he likes it. More interested in harmony than justice Telowo does not bother to look into the seedier side of the small town and focuses instead on a thriving communal life that marks all of the religous days and feasts of the various gods with competence and verve. He studied under the same maester as Oios as they grew up in the same Ayallu and later they both attended the same seminary for acceptance into the priesthood. He is very aware that it is only because of Oios' help that Telowo managed to ascend from being a craftsman's son to a high priest, albeit of a small Ayallu. He is bemused that Oios, despite being more competent and learned, stayed at the level of a laypriest inquisitor and did not rise higher in the hierarchy. He maintains a correpsondance with Oiois and when hearing that Oios is going to retire a bit earlier than usual with nowhere really to go offers to set him up in Sahdeholme.

Mariet-Ambala
One of Oios' final acts as an inquisitor was tracking down the reason for the disappearence of an usually large number of laborer and laborer children from the farmsteads close to Moson Kahni. Oios discovered, and managed to gather enough evidence to prove, that Agel-Abmabla a young nobleman of authority in Moson Khani was in league with a tribe of barbarians and had conspired with them to reduce the presence of Takyah security in the area and divert military patrols away at just the right time to allow the barabarians to sneak in and abduct large numbers of defenseless peasants undetected. As aiding what was essentially barbarian invasion of Takayah is high treason Agel was thrown to the crocodiles and was consumed.

Oios considers this one of his finest achievements but Agel's mother, Mariet-Ambala, a very highly placed noblewoman in Cornucopia, bitterly disagrees. Disgusted that a few peasant children being taken by filthy barbarians would in any way justify the death of her precious boy Mariet-Ambala uses her considerable influence to get Oios drummed out of the inquisition. It is only the personal intercession of quite a few highly ranked priests in the Inquisition that a compromise was reached by which Oios would be eased out of the Inquisition with an honourable 'early retirement'. Accepting what has come his way with grace, as any holy man should, Oios is only a little bit angered by this turn of events but accepts this. His deep faith in the wisdom of Damballah and his goodly children means that Oios isn't afraid of whatever other act of revenge Mariet-Ambala might attempt. Perhaps he should be.

Goals, Desires and Motivations:
Oios is at a bit of a loose end at the moment as he's just been forced into an early retirement. He's not one to dwell on the past though so he's going to see what settling in Shadehomle is like. He's only visited it a very few times so he doesn't really know what to expect. He supposes he might look into becoming a Maester but only for enthusiastic and promising young adults.